Quote:Original post by Roots
Nicely formulated post JBourrie. I'd like to add my comments to several points you brought up, so if you don't mind I'm going to dissect your post bit by bit. [grin]
Thanks :) I'd like to add my comments to several points you brought up, so if you don't mind I'm going to dissect your dissection of my post bit by bit [grin]
The first thing you should realize is that I'm sick to death of Dragon Quest/Final Fantasy battle systems. Most of my ideas would work 10x better in a real-time system, so keep that in mind as you read this.
Quote:
I disagree with you here. Although you may feel that way, others may not. I don't like micromanaging stats either, but I know a lot of players that forcefully demand that ability from their RPGs.
There are two people that fall into that camp:
- People who only
think these games require stats. They enjoy a buttload of stats because games that didn't have them were non-strategic and oversimplified. They don't realize that a game can be complex and varied without resorting to micromanagement because they've never seen it before.
- Hardcore D&D'ish geek-gamers that will probably not enjoy any RPG that I would design :) You can't please everyone, but I think the people who would miss the micromanagement in a well designed RPG are a small minority.
Quote:
You bring some interesting points up here. I agree that shopping is usually a chore, especially when all you get is a stat bonus. However if you can integrate some strategy into your purchases, shopping becomes a bit more interesting. I think a good example is Final Fantasy VII, where each weapon allowed for a certain number of materia slots that you'd use to learn new skills, or upgrade your weapons' stats.
That's pretty much exactly what I was saying... you can shop for badges in Paper Mario also, but buying them isn't just "get the newest/best equipment", it's "what kind of equipment would you like to wear?". I like this. FFVII was minimally strategic in that regard, but at least it was something.
Quote:I really like this idea of fewer but more distinct weapons. I think it would be a tad difficult to design the game such that your first weapon is still useful at the end of the game though.
Yes and no. I'm not convinced that at the end of the game you should do 100x more damage than you did at the beginning, but that's a completely different discussion. Lets assume that you are going the whole "Final Fantasy" power-leveling route, you just base the actual attack power on your characters level. A "more powerful, but slower claymore" will always be stronger and slower than the "weak, fast rapier", but the actual damage done will be relative to the characters strength, and the speed at which it slashes could be relative to the characters speed.
Buying a new weapon wouldn't be "lets get the weapon with more attack power", instead it's "Ok, so this weapon is fast and weak but has an excellent range, it poisons on hit and has a 10% chance of putting the enemy to sleep". This is pretty cool, and could go a long way toward adding a much needed strategy to your equipment selection.
Quote:
So you want the game designers to give you their damage calculation formula? [rolleyes] Yes in essence a simple formula of attack - defense might seem ideal, but what do you do when defense > attack? Do you register 0 damage, 1 damage, or what? If you look at the damage calculations for Final Fantasy VI, you'll see that they are actually quite complex (for better or worse, who knows). Telling such a formula to a player in game would not be helpful, since the player won't be able to remember such a conundrum.
They are quite complex, and handing a formula like that to the player would be like telling the player to do complex math and logic puzzles in order to advance in a dungeon... (KOTOR I'm talking to you! [lol]).
I'm saying the designers shouldn't
have to give you their damage calculation formula, because the player should be able to figure it out intuitively.
When defense > attack, either you're fighting something too strong for you, or the designer fucked up the stat balance. A hobbit dagger versus a dragon is going to be like a pinprick and could certainly be considered 0 damage... the player isn't going to think this is cheap, they're going to think "WTF was I thinking, taking on a dragon at level 2?".
Quote:Quote:Like "Hit %"... if I hit attack, I should do some damage. I don't want to see "Miss" appear and find that my turn has been wasted. That goes double if the combat is real-time action.
Just want to say I disagree here. If the outcome of actions in battle are always predictable, then it decreases the strategic thought required by the player. Besides, with an evade rating you can make enemies that have low defense, but high evade and equally enemies with high defense and low evade. It can be used to make battles a little more interesting than just dealing with only attack and defense numbers.
This was my foot-in-the-water portion of the post, where I throw out an almost blasphemous idea and see what the response is :) In a turn based combat system a Hit % adds a good deal of strategy, and also often adds a bit of frustration. In real-time combat it is completely unnecessary, because if you're attacking and miss, that means you weren't close enough, not facing the enemy properly, or the enemy dodged out of the way.
In a real-time combat system, you can easily double the strategy by changing "miss" into "dodge". The enemy AI, if not in the middle of something, might sense your attack and quickly dodge out of the way. The player could start to pick up on this, and read the enemies actions to second-guess whether or not he'll try to dodge that attack. If so, the player can use a wider-range attack (a sword sweep instead of jab, or something like that) to hit him even when dodging... possibly these different attacks do different amounts of damage.
Quote:
I'm getting the impression that you always want to know that you're going to deal x amount of damage to a goblin enemy (for instance) with your current level and equipment. If that's what you want, I respect that, but that is definitely not what I want in my game! I find that so incredibly boring! If I get into a battle and I know I need exactly 3 turns to take an enemy down, what fun is that? Its like playing a poker game when you can see everyone else's cards.
The formula I posted above was intentionally minimalist, but I have no problem with adding some unpredictability. My problem is when that unpredictability isn't meaningful. That 31 damage in itself really isn't very meaningful. If that unpredictability comes from what state the enemy is in when attacked... hit him from the back and you do 2x damage, if he's idle you do 1x, guarding you only do 0.6x, mid attack you do 1.3x. Also allowing the player to have multiple types of attacks, and each attack having a damage arc (so how well you are squared up against the enemy also matters) will add that variation in a very direct and intuitive way, without being perfectly deterministic.
What I'm really proposing when I say "minimalist" is to remove random number generators, and instead take more data from the players actions to create this number.
Quote:Quote:
Playing Minigames
The Fix #1: A linear story should not dictate your gameplay.
I'm a bit confused about what you intended to convey here. May I ask you to clarify this point?
The key word there is
dictate. I think that the first time a person decides to change the design simply to add a story element that didn't fit in the original design, they have compromised the "gameness" of their product. Of course, some compromise is necessary, but too much and you lose sight of what you were making in the first place. I think minigames are an example of losing sight, where you have strayed so far from your core game that you're not even playing the same game anymore, simply to hack in a story element.
You could liken it to Spielberg inserting 5 minutes of a Seinfeld episode into the middle of Schindlers List, just because he thought the movie needed some comic relief. Worst analogy ever.
Quote:I like the occasional mini-game as long as it doesn't completely distract from the story.
"As long as it doesn't completely distract from the story"... my point is that it
does distract from the
gameplay. Nothing should distract from anything else, if it does you have a hole in your design. Gameplay/story/art/sound, all of this stuff should be one cohesive whole... minigames break this by separating the gameplay from the rest of this group.
Quote:Quote:
Watching Cutscenes
Passive Plotscenes - This is how Half Life told it's story. While the plotscenes happen, you still have full control of your character and all of your actions.
Yes, but you still can't do much during the scene. You're usually constricted to a limited space with limited actions (ie you can't start blowing everyone up). It is definitely better than a cut-scene where you can literally take your hand away from the input device though.
Right, and of the three I listed I found it to be the least interesting ;)
Anyway, my idea of an RPG is certainly different than many peoples, and it's because I'm trying as hard as I can to prove how dated the Dragon Quest/Final Fantasy systems are. Apparently Square felt similarly, because the new combat system for FFXII is worlds better than anything they have previously done and the entire second act of the game puts the story on the sidelines and gives you a huge adventure spanning most of the world without being continually interrupted by cutscenes and minigames.
I still enjoy the occasional game of DQ7/8 and FFVI, but I think it's about time we moved on and started embracing more complex interactions in our combat/character development/story. But to do this and remain palatable to the end user, we have to simplify the aspects that are non-intuitive and accentuate the parts that the player can use for strategy. I also believe that better stories will come from less exposition, cut-scene after cut-scene is not the optimal way to tell an interactive story. And minigames... well, they're just one of my peeves :)
[Edited by - JBourrie on May 3, 2007 7:12:37 PM]